Switched to Windows MonoGamePlatform, fixes Song play
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@ -11,7 +11,7 @@
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<RootNamespace>net.Pokemon3D.Game</RootNamespace>
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<AssemblyName>Pokemon</AssemblyName>
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<FileAlignment>512</FileAlignment>
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<MonoGamePlatform>DesktopGL</MonoGamePlatform>
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<MonoGamePlatform>Windows</MonoGamePlatform>
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<MonoGameContentBuilderExe>
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</MonoGameContentBuilderExe>
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<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
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@ -1692,11 +1692,8 @@
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<Compile Include="World\World.vb" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="OpenTK">
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<HintPath>$(MSBuildProgramFiles32)\MonoGame\v3.0\Assemblies\DesktopGL\OpenTK.dll</HintPath>
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</Reference>
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<Reference Include="MonoGame.Framework">
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<HintPath>$(MSBuildProgramFiles32)\MonoGame\v3.0\Assemblies\DesktopGL\MonoGame.Framework.dll</HintPath>
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<HintPath>$(MSBuildProgramFiles32)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Drawing" />
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@ -3,7 +3,7 @@
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/outputDir:bin
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/intermediateDir:obj
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/platform:DesktopGL
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/platform:Windows
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/config:
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/profile:Reach
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/compress:False
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@ -55,7 +55,7 @@ technique Texture
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{
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// TODO: set renderstates here.
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VertexShader = compile vs_2_0 VertexShaderFunction();
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PixelShader = compile ps_2_0 TextureShaderFunction();
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VertexShader = compile vs_4_0 VertexShaderFunction();
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PixelShader = compile ps_4_0 TextureShaderFunction();
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}
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}
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@ -203,8 +203,8 @@ technique Simple
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pass Pass0
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{
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VertexShader = compile vs_2_0 SimpleVertexShader();
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PixelShader = compile ps_2_0 SimplePixelShader();
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VertexShader = compile vs_4_0 SimpleVertexShader();
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PixelShader = compile ps_4_0 SimplePixelShader();
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}
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}
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@ -212,8 +212,8 @@ technique Spotlight
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{
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pass Pass0
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{
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VertexShader = compile vs_2_0 SimpleVertexShader();
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PixelShader = compile ps_2_0 SpotlightPixelShader();
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VertexShader = compile vs_4_0 SimpleVertexShader();
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PixelShader = compile ps_4_0 SpotlightPixelShader();
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}
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}
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@ -221,7 +221,7 @@ technique Greyscale
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{
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pass Pass0
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{
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PixelShader = compile ps_2_0 GrayscalePixelShader();
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PixelShader = compile ps_4_0 GrayscalePixelShader();
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}
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}
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@ -229,7 +229,7 @@ technique GaussianBlur
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{
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pass Pass0
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{
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PixelShader = compile ps_2_0 GaussianPixelShader();
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PixelShader = compile ps_4_0 GaussianPixelShader();
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}
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}
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@ -237,7 +237,7 @@ technique TexturedLight
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{
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pass Pass0
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{
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VertexShader = compile vs_2_0 SimpleVertexShader();
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PixelShader = compile ps_2_0 TexturedSpotlightPixelShader();
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VertexShader = compile vs_4_0 SimpleVertexShader();
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PixelShader = compile ps_4_0 TexturedSpotlightPixelShader();
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}
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}
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@ -69,7 +69,7 @@ technique Texture
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{
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pass Pass1
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{
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VertexShader = compile vs_2_0 VertexShaderFunction();
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PixelShader = compile ps_2_0 PixelShaderFunction();
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VertexShader = compile vs_4_0 VertexShaderFunction();
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PixelShader = compile ps_4_0 PixelShaderFunction();
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}
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}
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@ -148,8 +148,8 @@ technique Toon
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// model will get drawn normally, and draw over the top most of this, leaving only an outline.
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pass Pass1
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{
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VertexShader = compile vs_1_1 OutlineVertexShader();
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PixelShader = compile ps_2_0 OutlinePixelShader();
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VertexShader = compile vs_4_0 OutlineVertexShader();
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PixelShader = compile ps_4_0 OutlinePixelShader();
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CullMode = CW;
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}
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@ -157,8 +157,8 @@ technique Toon
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// color the model with certain colors, giving us the cel/toon effect that we are looking for.
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pass Pass2
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{
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VertexShader = compile vs_1_1 CelVertexShader();
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PixelShader = compile ps_2_0 CelPixelShader();
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VertexShader = compile vs_4_0 CelVertexShader();
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PixelShader = compile ps_4_0 CelPixelShader();
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CullMode = CCW;
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}
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}
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